Agreed. I like Bossbattles, too - but I also know they are pretty hard to create. And if you do it wrong, they suck. Also a lot of people have other skills - which means the boss needs to be designed for more than one “type of player”.
I thought Halo 2 was the only game with bosses. Didn’t know that 343 Ball was meant as boss in Halo 3 - more something that belongs to the storyline. It’s difficulty was nealry zero. So I thought it was something like a “rhetoric boss”.
Halo 2 had some Bosses, but they were also not the best Bosses ever. Exept Tartarus I would count them as “Small”. I analysed a lot of bosses in videogames, over R-Type and Descent over MDK up to games like Half Life. It was a long time ago, but I think I still remember.
There are shematic more types of Bosses that could work good:
Main/Major:
- the Boss As Structure
- the Running Boss
- the Boss Battle
Small:
- the Semi-Boss-Character
- the Miniboss
A Semi-Boss-Character is a character/enemy with a bit more HP and maybe more damage. Like that heretic guy in Halo 2 or some characters in CoD Black Ops 2.
A Miniboss is similar, but mostly it uses other weapons and properties – a good example are some fighters in Mortal Kombat, if you play the Arcade Ladder.
But let me explain the three Mainboss-types:
The Boss As Structure is mostly a big vehicle, like a scarab or something like that. It also can be a big Alien or Dragon or whatever.
It has a lot of different weapons and some weak points, that has to be destroyed. If you destroy one weakpoint, the Boss might change style and weapons. Often it gets smaller, if you bash it, until it explodes. Very often used in older two dimensional games like R-Type.
The Running Boss is mostly a character, that changes vehicle or weapon, after you defeat him. This also can be used as a hunt or he might appear in more than one mission/level of the game. This is a more modern Boss-Type – and a bit more easy to create, because it doen’t need to be “That One Big fight.”
The Boss Battle, or I call it: Real Boss is a strong enemy with special properties in a surrounding that is well prepared for a battle. This fights can take long, which also creates the risk to create a boring part. To avoid that, the boss has to change its behavior in changing weapon, style or use vehicles. Also he can call for support.
This is for sure the most difficult type of boss to create. Something like the supreme discipline for gamemakers. It is a big risk and a hard job, but can push the subjective value of a game skyhigh.
(A lot of people I know said over the movie (!) lord of the rings: There is missing a Boss Battle at the end of the third part.)
I made a list of things that has to be minded, if you want to create a real good boss battle. A bit chaotic, because it was some time ago:
General, including Small Bosses:
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A Boss should not attack you w/o warning – especially not if he deals a lot of damage – or even worse: He has an instant kill weapon.
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If you fight a Boss, it is good, if you can’t go away of it/leave the room/area/arena – otherwise it won’t feel like a real boss. For Smaller Bosstypes it’s alright.